Example #1
0
        /// <summary>
        /// Updates the state of the map renerer to prepare for drawing.
        /// </summary>
        public void Update(GameTime time)
        {
            BackgroundTiles.Update(time);

            SpriteMoveAnimation Animation = Player.GetAnimation(AnimationType.MoveToNewRoom) as SpriteMoveAnimation;

            // Currently, setting the target position on this animation saves its current position as the new starting
            // point. This means that as it gets closer to the target, the overall distance that the animation needs to
            // travel decreases. This creates the "easing" that we see, but it isn't being done in an obvious way.
            // TODO: Fix this and remove the above comment essay
            Animation.TargetPosition = GetPlayerTargetPosition();

            Player.Update(time);

            UpdateCamera();
            UpdateWumpus();

            if (ParticleSystemsEnabled && BackFogSystem != null && FrontFogSystem != null)
            {
                BackFogSystem.Update(time);
                FrontFogSystem.Update(time);
            }

            UpdateRoomAnimators(GoldFadeAnimators, r => r.Gold > 0, time);
            UpdateRoomAnimators(BatFadeAnimators, r => r.HasBats, time);

            CamZoomAnimator.Update(time, Map.Cave[Map.PlayerRoom].HasPit);
            MapCam.Zoom = OverriddenCameraZoom ?? CamZoomAnimator.CurrentValue;
        }
Example #2
0
        public void Update(GameTime time)
        {
            // Only update periodically (not every frame)
            if (time.TotalGameTime.TotalSeconds - LastMoveTime > SecondsPerMove)
            {
                // Update the last updated time
                LastMoveTime = time.TotalGameTime.TotalSeconds;

                // Add the new position
                PickNextPosition();

                // Set the new animation targets
                (Wumpus.GetAnimation(AnimationType.MoveToNewMenuTile) as SpriteMoveAnimation).TargetPosition          = Path.LatestValue;
                (PlayerCharacter.GetAnimation(AnimationType.MoveToNewMenuTile) as SpriteMoveAnimation).TargetPosition = Path.EarliestValue;
            }

            // Update the animations every frame
            Wumpus.Update(time);
            PlayerCharacter.Update(time);
        }